Disclosure: cross-posted on Unreal Answers, thought was sufficiently general for GameDev.SE
I am currently rendering a displacement texture and, separately, a normal texture for my ocean. Is there a ...

First apologies for the amount of pictures, it's a bit hard trying to explain my problem without pictures. Hope I've provided all the relevant code. If you feel you want to know about how I am doing ...

I am generating my own terrain mesh in Unity, using pseudo-random noise to determine the height. I construct the mesh using quads, each quad is composed of two triangles.
All seems to be going well, ...

I implemented the separating axes theorem as described in "Real time collision detection" by Ericson for my OBB vs OBB collision.
Got that working.
To continue with my collision response I need more ...

As far as I understand the technical details about a good normal mapping they go like this:
everything gravitates around the concept of vertex
the artist provides an RGB image and an UV map, the UV ...

I am trying to build a cube as a composition of many quads, with each quad being composed of two triangles. All the triangles have the same size. I am dong this (instead of drawing a single cube with ...

I'm trying to draw a smooth cloth surface and I have a per-pixel shader. I expect to have a smooth surface but it's not the case. I think the problem comes from my normals.
The image show the surface ...

I know this topic comes up a lot in forums, however I have spent the last 2 hours googling it and can not find a solution for my specific problem...
I have exported this model from Blender, but when ...

I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me:
I'm attempting to write a phong shader and currently working ...

I'm looking at a basic diffuse light shader here http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Diffuse_Reflection.
Diffuse light needs the normal vector in eye-space, so that it can dot it with ...

I am developing an application that has to take STL files from users. However, some modeling programs seem to invert some of the surface normals. Basically some surface normals will be facing inward ...

I'm experiencing a very strange result in my very simple normal map implementation on iOS 7 - OpenGL ES 2.0. I'm only using the bare parameters necessary and I'm also skipping on all the tangent and ...

I've got a working OBJ loader that loads vertices, indices, texture coordinates, and normals. As of right now it doesn't process texture coordinates or normals but it stores them in arrays and creates ...

So far I have been using normal avering to calculate the normals for my vertices in my heightmap, with good graphical result (see picture), however it is terribly slow. With a incresing image size the ...

I'm trying to use WebGL to render some simple models, and I'm running into issues where pixels near the edge of my model are passing normals to my fragment shader that point away from the camera. This ...

I am working on a rendering problem where I want to render as many raw triangles to the screen as I can with either OpenGL or DirectX with the absolute fastest performance possible.
I wondered about ...

I am quite new to 3D graphical programming and thus far only understand that normal somehow define the direction in which a vertex faces and therefore the direction in which light is reflected. I have ...

Also I am attempting to implement some simple coloring by "slope" onto my planet and to do this I take the normal mapped normal "y" component and subtract it from one. Yet I am getting some strange ...

While rendering a cube to the gbuffer (diffuse, normal, depth) I noticed something odd when applying rotations. I build a world matrix for the cube as follows:
Yaw = Yaw % MathUtil.PI2;
Pitch = Pitch ...

I'm trying to do bump mapping, and I'm getting fairly close at achieving my goal. I miss one crucial piece of my puzzle to have bump mapped effect in my scene; I need to transform the normals from my ...

I'm trying to light up a simple 2d triangle with my cursor as a diffuse light source but can't seem to set the normal correctly for the lighting to look right. The function that calculates the normal ...